using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Net.Sockets;

namespace Bombif.Game
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public partial class GameMain : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;


        //Fonts
        SpriteFont lucidaConsole;

        //Inputs
        private MouseState mouseState;
        
        //Current screen selected
        enum SelectedScreen 
        {
            HostGame,
            JoinGame,
            Options,
            Init
        }
        SelectedScreen selectedScreen;


        //network variables
        Socket send_socket;
        Socket receive_socket;
        List<Player> listePlayers = new List<Player>();



        public GameMain()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            selectedScreen = SelectedScreen.Init;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            //Set Game Windows Size
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.ApplyChanges();

            this.IsMouseVisible = true; //activate the mouse

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            BackGroundTitle = Content.Load<Texture2D>("img/BackGroundTitle");


            lucidaConsole = Content.Load<SpriteFont>("Fonts/LucidaConsole");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            switch (selectedScreen)
            {
                case SelectedScreen.Options:
                    break;
                case SelectedScreen.JoinGame:
                    break;
                case SelectedScreen.HostGame:
                    UpdateLobbyScreen();
                    break;
                case SelectedScreen.Init:
                    UpdateTitleScreen();
                    break;
                default:
                    break;
            }


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            switch (selectedScreen)
            {
                case SelectedScreen.Options :
                    break;
                case SelectedScreen.JoinGame :
                    break;
                case SelectedScreen.HostGame :
                    DrawLobbyScreen();
                    break;
                case SelectedScreen.Init :
                    DrawTitleScreen();
                    break;
                default :
                    break;
            }


            
            
            // TODO: Add your drawing code here         
            base.Draw(gameTime);
        }
    }
}
